spider stuff.
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@ -1,7 +1,8 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=12 format=2]
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[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=2]
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[ext_resource path="res://src/Actors/Enemies/Spider/spider_movement_component.gd" type="Script" id=3]
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[sub_resource type="StreamTexture" id=1]
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load_path = "res://.import/Spider1.png-85cc52177a93c8766bb76a39a26b9d70.stex"
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@ -69,6 +70,9 @@ __meta__ = {
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}
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}
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[node name="movement_component" parent="." index="1"]
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script = ExtResource( 3 )
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[node name="idle" parent="movement_state_machine" index="0"]
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animation_sequence = [ "idle" ]
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@ -83,9 +87,12 @@ position = Vector2( 0, -2 )
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shape = SubResource( 7 )
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[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="." index="6"]
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position = Vector2( 0, 1 )
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[node name="Hurtbox_Component2" parent="." index="7" instance=ExtResource( 2 )]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox_Component2" index="0"]
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modulate = Color( 1, 0, 0, 1 )
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shape = SubResource( 8 )
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[connection signal="screen_entered" from="VisibilityNotifier2D" to="movement_component" method="_on_VisibilityNotifier2D_screen_entered"]
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59
src/Actors/Enemies/Spider/spider_movement_component.gd
Normal file
59
src/Actors/Enemies/Spider/spider_movement_component.gd
Normal file
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@ -0,0 +1,59 @@
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extends MovementComponent
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## Constants available to you
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# UP = -1.0
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# DOWN = 1.0
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# LEFT = -1.0
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# RIGHT = 1.0
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# Avalable functions to call
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# A Series of helper functions
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# go_up():
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# go_down():
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# go_left():
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# go_right():
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# stop():
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var entered_screen = false
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var jump_var = false
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func process(delta):
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if entered_screen:
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if current_movement_state == "idle":
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jump_var = true
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else:
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jump_var = false
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return
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func wants_jump() -> bool:
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return jump_var
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## Other needed variables
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# desired_movement_vector: Vector2 - Used to store desired movement depending on the state
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# current_movement_state:String - The name of the current State
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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# velocity: Vector2 - Current velocity, you can change this at will but state may modify it
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# Declare any other member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# you do not normally need to define this for Actor
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#func process(delta):
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# pass
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# For Enemy and NPC Actors:
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# should be called on the frame process.
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# For Player Actors:
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# Should be called on the input process
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func _on_VisibilityNotifier2D_screen_entered():
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entered_screen = true
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@ -36,7 +36,7 @@ extents = Vector2( 8, 53 )
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script = ExtResource( 10 )
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[node name="PlayerStart" type="Position2D" parent="."]
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position = Vector2( 493, 291 )
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position = Vector2( 316, 73 )
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[node name="CameraBoundaries" type="Area2D" parent="."]
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collision_layer = 256
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@ -133,7 +133,7 @@ actor_type = "Enemy"
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position = Vector2( 11, -7 )
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frames = SubResource( 20 )
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animation = "idle"
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frame = 1
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frame = 2
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__meta__ = {
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"_aseprite_wizard_config_": {
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"layer": "",
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